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  1. #1
    The Hatchery Zoda's Avatar
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    Default Master's Blitz Feedback, round two

    Since the other one got closed. I'd like to hear some pros and cons about the mechanic itself compared to its version on live, the melee/ranged power number can be tweaked, I don't think that's the important question here.

    Pros:
    um???

    Cons:
    -Available to every build regardless of it having tactical feats or not (you could technically charge it with only sunder and trip, but if you do you deserve it!)
    -Available during boss fights for the full party, making raids way too easy (and spellcasters by no means competitive dps aside from Joy)
    -With the option to get 30 prr out of it and its new availability during boss fights even tanks will pick it over Sentinel for most raids (I'm sure I will, and I tank as many e/e raids as one can nowdays on Argo)
    -It's technically a passive that takes like 30 seconds to turn on (if you have doubts about how fast it charges, I can upload a video of cleaving the test kobolds)

    I think releasing it on live in this form would be a trainwreck.
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  2. #2
    Community Member Wizza's Avatar
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    I will just add a /signed because I don't want to repeat myself again.

    This new mechanic is silly. 8 Blitzers beating on any boss you are ever going to come up with will be down in a matter of seconds and maybe a couple of minutes.
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  3. #3
    Community Member Spoonwelder's Avatar
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    Quote Originally Posted by Wizza View Post
    I will just add a /signed because I don't want to repeat myself again.

    This new mechanic is silly. 8 Blitzers beating on any boss you are ever going to come up with will be down in a matter of seconds and maybe a couple of minutes.
    Agreed - blitz as it was/is works- it's great for soloing and/or good group play. The over melee destinies were ok album really showed well in groups/ raids. Furyshot is a superb raid finisher- EiN and he knockdown thing makes. GMOF really handy for most monks. The only problem with the pure destinies is the short duration and long cools owns of their destinies versus how easy it is to charge and maintain blitz. Tweak those and you may have a competition.

    ie make fury charge on crit not just vorpal - that still wouldn't be OP vs blitz due solely to he cool down or have shadow charges add 5% damage boost to SA.

    In the end the solution is simple turbine and is going to take some real work to fix.
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  4. #4
    Community Member mrunlimited's Avatar
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    There are a few issues with blitz that is currently live that people here dont seem to remember. With the on kill blitz charge, yes it helps balance blitz somewhat compared to how it triggered on attack on lamia, but it created a dynamic in groups that was not fun for other players. I personally have used blitz a good deal and in groups I just dont anymore. It is stressful to keep up charges running with pms and swashbucklers or other blitzers. On my swash buckler, ive been yelled at for using coup de grace by several blitzers wanting to keep their steam going and that just isnt a way to promote cooperative play. Also, you do not even need to hit things in combat to charge it which seems borked...

    Aside from this, all other epic moments are just that, moments. Blitz does not need to have the on kill charge mechanic like it does on live, however it does need to have a limited duration. I know many people who are blitz users that are gonna hate on that statement but seriously, its overpowered now on live and on the test server and it is not because it has insanely high damage but because it doesnt have limitations.

    I for one feel a super long cool down is not the answer though. I propose a different route; Have the charge requirement but lower it to say 20-25. In addition, have it last for one minute with a cooldown of say 3 minutes. That feels long enough to make boss fights not seem trivial, at the same time letting blitzers have their moments of awesomeness.

    Another idea, maybe have the cooldown 5 minutes, and have blitz start at 10 stacks that decay every 5 seconds, and refresh a stack any time you score a vorpal.

    EDIT: I dont like the vorpal idea after thinking on it, it feels too fow and not masters bltz. Change that to this, no charges required cool down at 4 min using successful combat maneuvers lowers the cool down by 2s each.
    Last edited by mrunlimited; 08-26-2014 at 10:13 PM.
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  5. #5
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by mrunlimited View Post
    There are a few issues with blitz that is currently live that people here dont seem to remember. With the on kill blitz charge, yes it helps balance blitz somewhat compared to how it triggered on attack on lamia, but it created a dynamic in groups that was not fun for other players. I personally have used blitz a good deal and in groups I just dont anymore. It is stressful to keep up charges running with pms and swashbucklers or other blitzers. On my swash buckler, ive been yelled at for using coup de grace by several blitzers wanting to keep their steam going and that just isnt a way to promote cooperative play. Also, you do not even need to hit things in combat to charge it which seems borked...
    I still refuse to see this as a flaw of the ability, players with bad attitude have their bad attitude with or without blitz. Also there isn't a single quest that requires blitz to complete, espeically not with a party. On the other hand if you are in an underpowered party that DOES require blitz to complete a quest, it does promote cooperatice play. With the mechanic on live, the only time a good player loses blitz is when there are simply not enough mobs to kill, which means that your group is already bursting through that given quest and you have no need for blitz whatsoever. I disagree with the mentality that every player should be capable of doing everything without practice/skill/game knowledge etc.

    Quote Originally Posted by maddong View Post
    Blitz, zeal, and unbridled fury should all be of limited scope and considered equal.

    We need to nerf what needs to be nerfed. You can't balance everyone compared to current solo blitzes and fury shot and still have challenge left in the game.

    Nerf us, throw a special promotion, and give out +20 hearts again.
    I'd be cool with that.
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  6. #6
    Community Member Thayion516's Avatar
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    Master's Blitz: Tier 6 Epic Moment. 3 minute cooldown.

    10% chance on any melee hit to get 1 stack of Incoming Blitz!

    When you have 50 Blitz charges you may activate Master's Blitz: You gain 50 charges of Master's Blitz. Each charge grants +3% melee and range power. You loose one charge every 2 seconds.

    While Master's Blitz is active you gain +15% Insight bonus to dodge and +25 Insight bonus to PPR.

    I would be ok with this. 100 seconds of blitzing which gradually counts down (aka fatigue) with 80 seconds to try and build it back up (aka determination).

    Honestly, this looks like what it should have been to begin with... or something close.

  7. #7
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Zoda View Post
    Since the other one got closed. I'd like to hear some pros and cons about the mechanic itself compared to its version on live, the melee/ranged power number can be tweaked, I don't think that's the important question here.

    Pros:
    um???

    Cons:
    -Available to every build regardless of it having tactical feats or not (you could technically charge it with only sunder and trip, but if you do you deserve it!)
    -Available during boss fights for the full party, making raids way too easy (and spellcasters by no means competitive dps aside from Joy)
    -With the option to get 30 prr out of it and its new availability during boss fights even tanks will pick it over Sentinel for most raids (I'm sure I will, and I tank as many e/e raids as one can nowdays on Argo)
    -It's technically a passive that takes like 30 seconds to turn on (if you have doubts about how fast it charges, I can upload a video of cleaving the test kobolds)

    I think releasing it on live in this form would be a trainwreck.
    Oh I've got a random idea.

    First 30 seconds it's 10% on hit, 20% on kill. After 30 seconds, it's the old style on kill. Maybe even make it a % on kill, 50% or lower.

    Then again, that makes it somewhat problematic. If you're wanting to use it for trash cleanup it's ok if the party works together to bring the blitzer all the trash. If you're wanting to solo, it's a bit of a pain in the ashes.

    I'll echo what I've seen many times. I do not envy the devs here.
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  8. #8
    The Hatchery Enoach's Avatar
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    After seeing some videos provided by characters much better suited for Melee DPS I can see that the 10% on Hit ratio will be a determent to them being able to preserve blitz or stack it to 10.

    But of all the Epic moments only two ED's offer one that can be activated at the beginning of a quest and potentially be kept running to the end of a quest:
    Legendary Dreadnought's Master Blitz
    &
    Primal Avatar's Avatar of Nature - However, I've had a hard time keeping this one going past getting to Size 4 and usually in less then 20 seconds after that i'm done. I have not seen many use this ability so there just might be a way to keep it going.

    All other ED's have Epic Moments that last anywhere between Instantaneous and 3 minutes with 5 to 6 minute cooldown.

    MB also has currently a silly requirement of 50 charges from tactical feat usage - but it does not have to be used against a mob with a hit/miss required, it can be used outside of combat standing around, it can be charged up before entering a quest again without actually having to use it against a foe. I'm all for removing this charging mechanic - I think GMoF - Everything is nothing should also be readjusted as far as earning charges as well such as having to actually use it against an enemy as well as reduce the charges needed by 1/2. Maybe MB should be the same, it only charges on a dice roll to determine hit/miss - does not matter if it succeeded or failed only that it was used against a Mob.

    Now maybe MB should be adjusted in such a way that it falls in line with the time limit of how long it is active - Won't fix the 8 Blitzer's all activating at the same time, but would make the ability fall more in line with other EDs. Maybe something like 2.5 minutes with 5 minute cooldown. Remove stacks and have the full benefit from start to finish.

    To me the flaw in the current blitz is that charges are based on Kills and not successful uses of tactical abilities such as Trip, Sunder, Stun, and SAP, as well as the cleaves. Maybe that is another option to tie MB stacks to use of tactical abilities - 100% chance to charge on a Successful Trip, Sunder, Stun and SAP and 33% Chance of charge on any of the Cleaves with successful hit (not graze) - Include all hits in a cleave as part of the calculation. This would still give melee a chance to maintain the stacks without having a chance for Kill Drama as well as maintain it in a boss fight. This will also give tactical melee types an advantage but still allow the pure DPS ones a chance to maintain it.

  9. #9
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    Blitz, zeal, and unbridled fury should all be of limited scope and considered equal.

    We need to nerf what needs to be nerfed. You can't balance everyone compared to current solo blitzes and fury shot and still have challenge left in the game.

    Nerf us, throw a special promotion, and give out +20 hearts again.

  10. #10
    Community Member Thrudh's Avatar
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    Blitz needs be an epic "MOMENT"... with a limited duration, and a semi-long cooldown.

    You could make it even more powerful if you want, as long as it's duration is limited. It shouldn't be a "all quest long" epic "moment".
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    Some people brag about how fast they finished the game. I cant think of a stupider thing to brag about. Or in this game, going from level 1 to level 30 in two days, or however long it takes. I can't even begin to imagine what drives a person to think that is fun. You are ignoring all of the content and options and going for sheer speed. It is like going to a museum and bragging about how fast you made it through. Or bragging about how fast you finished a good steak.

  11. #11
    Community Member maddmatt70's Avatar
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    Quote Originally Posted by Zoda View Post
    Since the other one got closed. I'd like to hear some pros and cons about the mechanic itself compared to its version on live, the melee/ranged power number can be tweaked, I don't think that's the important question here.

    Pros:
    um???

    Cons:
    -Available to every build regardless of it having tactical feats or not (you could technically charge it with only sunder and trip, but if you do you deserve it!)
    -Available during boss fights for the full party, making raids way too easy (and spellcasters by no means competitive dps aside from Joy)
    -With the option to get 30 prr out of it and its new availability during boss fights even tanks will pick it over Sentinel for most raids (I'm sure I will, and I tank as many e/e raids as one can nowdays on Argo)
    -It's technically a passive that takes like 30 seconds to turn on (if you have doubts about how fast it charges, I can upload a video of cleaving the test kobolds)

    I think releasing it on live in this form would be a trainwreck.
    The Lammania form is an improvement over the live form of Blitz. Hopefully they tweak it some more, but really I just want the devs to remove it from the game and make the LD epic moment on par with Fury of the Wild and Grandmaster of Flowers which are what epic moments should be.
    Last edited by maddmatt70; 08-27-2014 at 10:36 PM.
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  12. #12
    Community Member Pescha's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    The Lammania form is an improvement over the live form of Blitz. Hopefully they tweak it some more, but really I just want the devs to remove it from the game and make the LD epic moment on par with Fury of the Wild and Grandmaster of Flowers which are what epic moments should be.
    If they intend to make it on par with fury of the wild then i demand dreadnought to have the same adrenaline overload clicky as well (for example).
    Last edited by Pescha; 08-28-2014 at 04:59 AM.

  13. #13
    Community Member Wizza's Avatar
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    Quote Originally Posted by Pescha View Post
    If they intend to make it on par with fury of the wild then i demand dreadnought to have the same adrenaline overload clicky as well (for example).
    Nosense. Even without Blitz, LD is a strong Destiny. Lay waste, Momentum swing are considered must haves even if you are not in LD. Pulverizer is great, Extra action boost is great. Anvil too. The passives are probably the best passives among all the other Epic Destinies.

    Master's Blitz is just the icing on the cake.
    Quote Originally Posted by JOTMON View Post
    I don't think you get a choice.. you are Rys's minion..

  14. #14
    The Hatchery Zoda's Avatar
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    Quote Originally Posted by maddmatt70 View Post
    The Lammania form is an improvement over the live form of Blitz.
    If by improvement you mean it's way more powerful than on live, yes, you are correct.

    Quote Originally Posted by Wizza View Post
    Nosense. Even without Blitz, LD is a strong Destiny. Lay waste, Momentum swing are considered must haves even if you are not in LD. Pulverizer is great, Extra action boost is great. Anvil too. The passives are probably the best passives among all the other Epic Destinies.

    Master's Blitz is just the icing on the cake.
    Indeed it is a strong destiny even without blitz. If it wasn't, melees would switch to whatever else destiny for raids where they can't blitz. But they don't.
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  15. #15

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    Quote Originally Posted by Wizza View Post
    Nosense. Even without Blitz, LD is a strong Destiny. Lay waste, Momentum swing are considered must haves even if you are not in LD. Pulverizer is great, Extra action boost is great. Anvil too. The passives are probably the best passives among all the other Epic Destinies.

    Master's Blitz is just the icing on the cake.
    +1W while action boost are active. +50% helpless damage.
    20 second cooldown on action boosts instead of 30.
    20 fort save clicky (awesome in EE deathwyrm and WGU).
    25% damage reduction clicky.
    Unstoppable (basically an 'Extra Harpers Pin' with shorter cooldown).
    +6 Seeker damage.
    almost permanent +5 damage with a good crit. range (so basically everyone nowadays).
    .5W extra for power attack
    +1 crit. multi on 19-20

    I prefer LD over Fury 99% of the time even if I'm not intending to blitz.
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  16. #16
    Community Member Nightmanis's Avatar
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    Quote Originally Posted by Eth View Post
    +1W while action boost are active. +50% helpless damage.
    20 second cooldown on action boosts instead of 30.
    20 fort save clicky (awesome in EE deathwyrm and WGU).
    25% damage reduction clicky.
    Unstoppable (basically an 'Extra Harpers Pin' with shorter cooldown).
    +6 Seeker damage.
    almost permanent +5 damage with a good crit. range (so basically everyone nowadays).
    .5W extra for power attack
    +1 crit. multi on 19-20

    I prefer LD over Fury 99% of the time even if I'm not intending to blitz.
    Combat brute and the reduced cool down on boosts alone are worth running in LD on most builds. For a while I was even taking the damage most from LD just to have more boosts chaining together.
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  17. #17
    Community Member Loromir's Avatar
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    Personally, I think they should keep it basically as is on live, but change the charging mechanic to 50 successful tactical attacks (Meaning, you have to actually hit something).
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  18. #18
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    Quote Originally Posted by maddmatt70 View Post
    The Lammania form is an improvement over the live form of Blitz. Hopefully they tweak it some more, but really I just want the devs to remove it from the game and make the LD epic moment on par with Fury of the Wild and Grandmaster of Flowers which are what epic moments should be.
    For the next 40 seconds, your basic attacks hit any enemy in range.

    or

    For the next 40 seconds, you get +10 to your tactical DCs, +10% to dodge and dodgecap, +10% to damage, immunity to stun/paralyze/hold/etc.

    or

    For the next 60 seconds, your tactical abilities get +100 MP

    or

    The next 100 attacks you make get +100 MP


    Personally I think any of them are more interesting than just +damage. If you keep it at stacks, work in +tactical DC in the stacks.

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